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40 | ****************************************************************************/
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41 |
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42 | /*!
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43 | \group statemachine
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44 | \title State Machine Classes
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45 | */
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46 |
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47 | /*!
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48 | \page statemachine-api.html
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49 | \title The State Machine Framework
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50 | \brief An overview of the State Machine framework for constructing and executing state graphs.
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51 |
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52 | \ingroup frameworks-technologies
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53 |
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54 | \tableofcontents
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55 |
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56 | The State Machine framework provides classes for creating and executing
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57 | state graphs. The concepts and notation are based on those from Harel's
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58 | \l{Statecharts: A visual formalism for complex systems}{Statecharts}, which
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59 | is also the basis of UML state diagrams. The semantics of state machine
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60 | execution are based on \l{State Chart XML: State Machine Notation for
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61 | Control Abstraction}{State Chart XML (SCXML)}.
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62 |
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63 | Statecharts provide a graphical way of modeling how a system reacts to
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64 | stimuli. This is done by defining the possible \e states that the system can
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65 | be in, and how the system can move from one state to another (\e transitions
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66 | between states). A key characteristic of event-driven systems (such as Qt
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67 | applications) is that behavior often depends not only on the last or current
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68 | event, but also the events that preceded it. With statecharts, this
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69 | information is easy to express.
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70 |
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71 | The State Machine framework provides an API and execution model that can be
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72 | used to effectively embed the elements and semantics of statecharts in Qt
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73 | applications. The framework integrates tightly with Qt's meta-object system;
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74 | for example, transitions between states can be triggered by signals, and
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75 | states can be configured to set properties and invoke methods on QObjects.
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76 | Qt's event system is used to drive the state machines.
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77 |
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78 | The state graph in the State Machine framework is hierarchical. States can be nested inside of
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79 | other states, and the current configuration of the state machine consists of the set of states
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80 | which are currently active. All the states in a valid configuration of the state machine will
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81 | have a common ancestor.
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82 |
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83 | \section1 Classes in the State Machine Framework
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84 |
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85 | These classes are provided by qt for creating event-driven state machines.
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86 |
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87 | \annotatedlist statemachine
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88 |
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89 | \section1 A Simple State Machine
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90 |
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91 | To demonstrate the core functionality of the State Machine API, let's look
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92 | at a small example: A state machine with three states, \c s1, \c s2 and \c
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93 | s3. The state machine is controlled by a single QPushButton; when the button
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94 | is clicked, the machine transitions to another state. Initially, the state
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95 | machine is in state \c s1. The statechart for this machine is as follows:
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96 |
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97 | \img statemachine-button.png
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98 | \omit
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99 | \caption This is a caption
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100 | \endomit
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101 |
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102 | The following snippet shows the code needed to create such a state machine.
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103 | First, we create the state machine and states:
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104 |
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105 | \snippet doc/src/snippets/statemachine/main.cpp 0
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106 |
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107 | Then, we create the transitions by using the QState::addTransition()
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108 | function:
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109 |
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110 | \snippet doc/src/snippets/statemachine/main.cpp 1
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111 |
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112 | Next, we add the states to the machine and set the machine's initial state:
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113 |
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114 | \snippet doc/src/snippets/statemachine/main.cpp 2
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115 |
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116 | Finally, we start the state machine:
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117 |
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118 | \snippet doc/src/snippets/statemachine/main.cpp 3
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119 |
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120 | The state machine executes asynchronously, i.e. it becomes part of your
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121 | application's event loop.
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122 |
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123 | \section1 Doing Useful Work on State Entry and Exit
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124 |
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125 | The above state machine merely transitions from one state to another, it
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126 | doesn't perform any operations. The QState::assignProperty() function can be
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127 | used to have a state set a property of a QObject when the state is
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128 | entered. In the following snippet, the value that should be assigned to a
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129 | QLabel's text property is specified for each state:
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130 |
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131 | \snippet doc/src/snippets/statemachine/main.cpp 4
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132 |
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133 | When any of the states is entered, the label's text will be changed
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134 | accordingly.
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135 |
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136 | The QState::entered() signal is emitted when the state is entered, and the
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137 | QState::exited() signal is emitted when the state is exited. In the
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138 | following snippet, the button's showMaximized() slot will be called when
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139 | state \c s3 is entered, and the button's showMinimized() slot will be called
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140 | when \c s3 is exited:
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141 |
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142 | \snippet doc/src/snippets/statemachine/main.cpp 5
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143 |
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144 | Custom states can reimplement QAbstractState::onEntry() and
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145 | QAbstractState::onExit().
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146 |
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147 | \section1 State Machines That Finish
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148 |
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149 | The state machine defined in the previous section never finishes. In order
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150 | for a state machine to be able to finish, it needs to have a top-level \e
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151 | final state (QFinalState object). When the state machine enters a top-level
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152 | final state, the machine will emit the QStateMachine::finished() signal and
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153 | halt.
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154 |
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